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you're starting a new campaign: defining story arc or go with the flow?
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<blockquote data-quote="+5 Keyboard!" data-source="post: 3673852" data-attributes="member: 48586"><p>I've done both, Glassjaw. Both are very fun, but require different styles of prep. work and the latter usually requires a lot more improvisation. So, yes, style has a lot to do with it, IMO. It depends on what you are most comfortable with.</p><p></p><p>If you run a single story arc, it's good to have a few subplots to break up the flow so your players don't get burnt out on the main story/villain/quest. This kind of campaign usually means that you do most of your prep work prior to it starting. It also means a bit less prep work during the actual running of the campaign since all of your material is pretty much set up already. You may have to improvise here and there, but not as much as the other type of campaign (see below).</p><p></p><p>Running a campaign with a lot of interconnected, yet unrelated adventures requires less work before it kicks off aside from picking out some modules or homebrewed adventures you'd like to run and reading up on them. But it means there's going to be a lot of thinking on your feet as the players go this direciton or the other. You have to have a few encounters, short adventures or entirely new adventures ready to drop into the game as a contingency plan for sudden deviations your players make from the scheduled adventure and you may have to find random NPCs to drop in to the game to fill in gaps. These are a lot of fun since it's pretty free form, but be prepared for a lot of prep work in between games as you try to catch up with and anticipate your players' actions.</p></blockquote><p></p>
[QUOTE="+5 Keyboard!, post: 3673852, member: 48586"] I've done both, Glassjaw. Both are very fun, but require different styles of prep. work and the latter usually requires a lot more improvisation. So, yes, style has a lot to do with it, IMO. It depends on what you are most comfortable with. If you run a single story arc, it's good to have a few subplots to break up the flow so your players don't get burnt out on the main story/villain/quest. This kind of campaign usually means that you do most of your prep work prior to it starting. It also means a bit less prep work during the actual running of the campaign since all of your material is pretty much set up already. You may have to improvise here and there, but not as much as the other type of campaign (see below). Running a campaign with a lot of interconnected, yet unrelated adventures requires less work before it kicks off aside from picking out some modules or homebrewed adventures you'd like to run and reading up on them. But it means there's going to be a lot of thinking on your feet as the players go this direciton or the other. You have to have a few encounters, short adventures or entirely new adventures ready to drop into the game as a contingency plan for sudden deviations your players make from the scheduled adventure and you may have to find random NPCs to drop in to the game to fill in gaps. These are a lot of fun since it's pretty free form, but be prepared for a lot of prep work in between games as you try to catch up with and anticipate your players' actions. [/QUOTE]
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